The spell Permanency and some comments On Fri, 3 Nov 1995, J. OHRT wrote: > Saw this on the server today ... > > > The following spell is one that I invented or transferred > > from AD&D. The spell allows the user to create "magical > > items" according their needs. Please give comments about the > > level and P.P.E. needed. > > > > Permanency (Level Ten) > > Range: Self or Touch > > Duration: Permanent > > Saving Throw: N/A > > P.P.E.: 200 per spell affected > > > The spell allows some already casted spell to have a > > duration of permanent. The level and power of the spell > > remains the same. A successful Negate Magic spell will > > destroy the affect of permanency. > > My only comment - TOO POWERFUL > > 200 PPE is too easy to come-by, make it 200 times the original PPE > cost of the spell and then you're talking about a respectable > cost/benefit exchange. Otherwise spells are too easily made > permanent. Think about how annoying constantly coming across > permanent carpet of adehions with permanent invisibility spells would > be. To create this is a measely 400 or so PPE, not hard to come > across in Rifts Earth. > > This is my opinion, comment freely Still not high enough. Think about it - the magic will be made permanent. If it's 200 or even 400, anyone who can pull together suffficient P.P.E. will be making magical items on a regular basis. The Permanence spell I made for my Metamage O.C.C. is a 15th level spell with a P.P.E. cost of 1000. I did that because it IS a very powerful spell and should be treated accordingly. The few players I know would misuse/abuse it if they had it. Besides, a spell that powerful would be something worth making an adventure out of... -- Brett